scummvm/AUTHORS
2012-01-06 11:37:57 +01:00

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ResidualVM Team
*************
Project Leader
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Pawel Kolodziejski
Engine Teams
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Grim:
James Brown - Core developer (retired)
Giulio Camuffo - Core developer
Pawel Kolodziejski - Core developer (suspended)
Einar Johan T. Somaae - Initial EMI support, various code fixes and
improvements
Grim Contributors:
If you have contributed to this engine then you deserve to be on this
list. Contact us and we'll add you.
Torbjorn Andersson - Various code fixes
Ori Avtalion - Lipsync, LAF support, various code fixes
Robert Biro - Fixes to antiliasing
Bastien Bouclet - Various fixes to engine
Marcus Comstedt - Initial Dreamcast port
Andrea Corna - Improved font support, patch extractor, few
code improvements
Jonathan Gray - Various code fixes
Vincent Hamm - Various engine code fixes and improvements
Sven Hesse - Various compilation fixes
Matthew Hoops - Some engine improvements, some work on EMI
support
Erich Hoover - x86-64 fixes, various code fixes and
improvements
Max Horn - Minor code fixes
Travis Howell - Various code fixes, Windows port
Filippos Karapetis - Compilation fixes
Joost Peters - Various code fixes
George Macon - Compilation fixes
Josh Matthews - Few fixes to engine
Matthieu Milan - Few code improvements
Christian Neumair - Various optimisation patches
Vincent Pelletier - Various engine improvementts and code fixes
Daniel Schepler - Initial engine codebase, LUA support
Yaron Tausky - Fixes to subtitles
Joel Teichroeb - Initial EMI support, various code fixes and
improvements
Julien Templier - create_project tool
Pino Toscano - Debian GNU/Linux package files
Lionel Ulmer - OpenGL optimisations
Joni Vahamaki - A lot engine improvements and fixes
JenniBee - Compilation fixes
ScummVM code
************
Residual use a lot of ScummVM code. For a list of authors look into
COPYRIGHT file.
Website code
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Fredrik Wendel
Special thanks to
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The LUA developers, for creating a nice compact script interpreter.
Tim Schafer, for obvious reasons, and everybody else who helped make Grim
Fandango a brilliant game; and the EMI team for giving it their best try.
Bret Mogilefsky, for managing to create a SPUTM-style 3D LUA engine, and
avoiding the horrible hack it could have been.